With the changes to Akali; is the overall goal to nerf her slightly while removing the counterplay issues she has, or more along the lines of adding counterplay in exchange for strength in other ways?
While Jag is out, I think we're exploring lighter changes to give her more directionally-relevant strength while potentially giving her just a bit more opportunity for counterplay. That said, Akali's a tough gal to strike the right balance. Her effective all-in and reset mechanics are a very big part of her core identity, which gets really weird because that's pretty anti-counterplay.
Spinning these Patch Forecasts back up as more changes come hurtling to the PBE. In the future we'll be experimenting with the forecast to see what's the best way to communicate pre-PBE changes, but for now we've got some neat things on the way that we wanted to talk about.
The overarching narrative for this patch is to reduce stagnation in the live environment by targeting highly banned champions and (finally) looking at those champs who make for a low-counterplay game (looking at you Talon). Speaking to the latter (low counter play dudes), it's worth mentioning they've always had low counterplay, but that we've traditionally let them be due to their low visibility and (occasionally) lack of current-meta strengths. More below!
Hey all, with the launch of Master Tier Diamond players may notice some changes to their LP gains and losses. Here's what is going on in these cases:
* The top 200 challenger spots were protected by a concept called 'clamping' before Master Tier was introduced. This ensured the top 200 dudes on the server had both the highest LP and MMR. This greatly slowed gains and losses, making small gains appear normal. Removing clamping means gains (both up and down) are more fluid now. Since in some cases clamping was actually protecting players from falling down too quickly, these players will see some larger losses and smaller gains until they're back where the system expects them to be.
* In other tiers (bronze - plat) league standing is a very accurate mapping of player skill, but there is a buffer to slow players LP losses temporarily if they start to go on a losing trend. Since clamping was removed, but challenger and master must contain the very best players, the loss shielding is thinner in diamond than other tiers. In other words, gains and losses can feel more swingy.
Gains should become more stable over time. We'll be monitoring how LP changes stabilize over the next few days and evaluating if we need to make adjustments or not based on the results.
This is HUGE promo site so i suggest you to quickly view original source. It contains lots of informations about Azir, new game mode, skins and most importantly - the story of Shurima's rise. Also, by playing Ascension game mode you can claim rewards for it on this site.
We’re focusing Patch 4.16’s rundown discussion on mages and mage identity! While Azir’s busy summoning soldiers and getting his empire back up and running, Cassiopeia’s shed her skin and transformed into a late game hypercarry role in 4.16. Join MsPudding as she discusses the patch alongside designers Riot Scruffy, ZenonTheStoic and Riot Scarizard!
As before, we’re looking for feedback to help us improve future videos, so add in your comments below!
Welcome to patch 4.16! We've got a sizeable Gameplay Update to everyone's favorite snake lady Cassiopeia, but aside from that we're going pretty light on the balance side. Similar to 4.15, a lot of the changes you'll see below are focused on smoothing out some champion interactions, or just plain ol' bugfixin' goodness (Check out the context below for what's happening with Wall-Slams!)
For all things non-balance though, we've got a little more meat for you. First up, in addition to her Gameplay Update we mentioned earlier, Cassiopeia is joined by Renekton for updates to their visuals! Follow that up with new base splash arts for the desert-dwelling duo andAkali and Orianna, and this patch is set to delight all the art fans out there.
As we mentioned last patch, we've started patching some finished pieces of Summoner's Rift to the live environment in order to minimize the size (and download times) of the eventual Summoner's Rift launch patch. These pieces aren't usable and we don't have an official release date - for now these pieces will just be preemptively sitting on your hard drives.
That's it for me! Check out the full breakdown in the notes below, and be careful out on the Rift - there's been a lot of sandstorms recently...
ANNOUNCEMENT VISUAL UPDATEIn-game announcements (killing sprees, map objectives, etc.) have received a visual update!
SHIELD CLARITYMinion and turret health bars now display shield strength
Cassi's received a gameplay update! Focusing on her new passive Aspect of the Serpent, she's now more about stacking up poisons for massive end-game scaling than being a dominant laning force. Mana costs, cooldowns, base damage and ratios have all been mixed up to compensate - read below for the numbers!
Cassiopeia's high DPS has always sat alongside her poison as defining characteristics of the serpent lady. Historically however, these traits have led to oppressive gameplay that's as challenging for the opponent to deal with as it is to understand (THANKS DAMAGE OVER TIME). To preserve both sides of what makes Cassi unique, we realized we had to modify the relationship between the two.
In this update, the key to Cassiopeia's heavy-hitting damage potential lies within her new passive, Aspect of the Serpent. Cassi builds power throughout the game as she poisons enemy champions, unlocking stat bonuses to fuel her (now more powerful) Twin Fang. This new aspect (heh) of growing her end-game scaling allows us to solidly push her into the 'completely-absurd-damage-potential' space she's currently hanging around. This comes at the cost of some early game power, but make no mistake - you can expect to see a late-game Cassiopeia as one of the most potent damage threats in the League.
TEXTURE UPDATECassiopeia's base and skin textures have been updated
SPLASHCassiopeia's base splash art has been updated
Cassiopeia permanently gains a stack of Aspect of the Serpent for each second that she has poisoned an enemy champion, for each poisoned unit that she kills, and every time she hits an enemy champion with Twin Fang. Caps at 400 stacks.
75 STACKS+5% ability power and Twin Fang restores 6/8/10/12/16 (+0.1 ability power) health
200 STACKSAbility power bonus increased to +10% and Cassiopeia gains 25% cooldown reduction
400 STACKSAbility power bonus increased to +30%
Q - Noxious Blast
BASE MAGIC DAMAGE75/115/155/195/235 (unchanged)
AP RATIO+0.8 ability power⇒+0.35 ability power
MOVEMENT SPEED BONUS10/15/20/25/30%
W - Miasma
MAGIC DAMAGE PER SECOND25/35/45/55/65 (+0.15 ability power)⇒10/15/20/25/30 (+0.1 ability power)
E - Twin Fang
[NEW] PROBABLY BUILD MANANow refunds Twin Fang's mana cost plus an additional 3% of Cassiopeia's total mana if Twin Fang kills a unit
KIND OF A BIG DEALTwin Fang's cooldown now resets on cast, rather than on hit
BASE MAGIC DAMAGE55/80/105/130/155
R - Petrifying Gaze
SNAKE EYESNow accurately hits units directly in front and on top of Cassiopeia.
Gnar's ultimate and similar skills work with player-made terrain (this time, Jarvan's actually helping). Part one of three.
Continuing to clean up GNAR! with some consistency work across all wall-slams. As with the changes to Poppy and Vayne you'll see below, we'll be watching to see the effects of these changes play out and ready to adjust accordingly.
R - GNAR!
[NEW] COME ON AND SLAMNow detects collision with player created terrain (Anivia's Crystallize, Azir's Emperor's Divide, Jarvan's Cataclysm and Trundle's Pillar of Ice)
WAP!Fixed a bug where using GNAR! on a dashing unit would cancel their movement, but not stun them, if they hit a wall.
Full disclosure - we're not 100% on what the impact of changing this will be as it's hard to know how much random Energy this was giving Shen in teamfights. If Shen needs love as a result we're happy to give it, but he shouldn't have to rely on a bug for power.
E - Shadow Dash
[REMOVED] NO DISRESPECTFixed a bug where taunting dead champions would give Shen bonus energy.
In 4.13 we introduced a line indicator (similar to Xerath) over his previous circular one, hoping it would increase accuracy and satisfaction for Varus players - as it turns out, neither of those things happened (OOPS) so we're taking it back to the original. Thanks for the feedback, y'all!
Q - Piercing Arrow
WHOOPSLine indicator removed (Now uses range circle again as per previous functionality)
Tides of Blood is now doing what everyone thought it was doing already.
The decision to fix this wasn't for power reasons, but rather to fulfill player expectations on how Tides of Blood should work. We'll be monitoring to make sure he doesn't go crazy, but for now Vlad players are a little less thirsty.
E - Tides of Blood
TECHNICALLY A BUFF TO GUNBLADENow correctly increases healing from Vladimir's Spell Vamp (and Lifesteal)
As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. We've got a few more fresh updates for this patch. Yes, this is the same context we used in 4.15.
SPLASHThe following champions have received updated base splashes (click the portraits for the full image!):
NO MORE AWKWARD STOPPINGMovement commands now persist after Flashing in the same direction you're moving
Featured Game Modes
Ascension, our next Featured Game Mode, is coming shortly after the release of patch 4.16! More information soon - keep an eye out for all the details!
The graphs below the scoreboard have been collectively labelled as the Match Overview tab.
We've added a tab for Player Builds. This tab will retroactively populate for all matches played since the release of patch 4.14, displaying:
Item Purchase Order (including item selling)
Ability Order (including Kha'Zix evolutions)
The Match Data section has been moved into its own tab, labeled Statistics.
The advantage graph in the Match Overview tab now shows point advantage instead of gold advantage for Dominion (as well as the upcoming Ascension featured game mode). This change will apply to matches played from 4.16 onward.
Fixed various bugs with the patcher and landing page update
We've made a number of adjustments and fixes to the reskinned chat system based on your feedback:
Private chat windows once again display online presence
Group chat rosters now indicate online presence as well
Increased the size of group chat windows
Both private and group chat windows can be minimized by clicking the chat window header bar
The friend list scroll bar is now easier to click and drag
The Reconnect button should now always display for players who crash out of a game
Fixed a bug where dragon was dealing more damage than intended
Fixed an issue that caused enemy item purchases to sporadically never update on the scoreboard
Fixed a bug where, for a given trap ability, the in-game model of some (not all) placed traps permanently disappeared for players who reconnected to a match
The following skins will be released at various times during Patch 4.16:
Long time no see. First and foremost, I apologize for my own silence on the forums we definitely owe you guys more interaction than we've given you, and we know we've messed up on that front. We'll try to do better.
Now, let's dig into this a bit.
Let's start with some of the old canon something I contributed heavily to. I wrote, more or less, the latter half of the Journal of Justice (Kaldera Carnadine, here), and the presence of the Institute of War was something we wrangled with in telling that story over its entire course. In fact, the whole conspiracy angle arose entirely because we were digging for a way for our characters to encounter legitimate political conflict and war without the IoW being able to step in and immediately diffuse it. What that led to, as you know, was corruption within the Institute itself, and champions working covertly together to counter the IoW's influence. It was a cool story (if told through a particularly clumsy medium) but it wasn't exactly something we could pull again. With the Institute of War in place, we often found ourselves asking: just how can we work around this so the story we want to tell can take place?
We haven't discussed that particular solution, but we totally agree with the basic sentiment of the problem you're trying to fix. We do think the jungle has become a bit stale, that junglers are basically completing set routes without making many decisions until it comes time for the gank. We do think counterjungling is a cool strategy so long as it comes with appropriate risks and rewards.
You'll see some experiments we want to try out for next season on the PBE in a month or two. We'll talk more about the specific ideas we're trying and why when things get a little closer.
It's time for another entry in our ongoing series on the Design Values of League of Legends! Today we've got Lead Champion Designer Andrei "Meddler" Van Roon, here to talk about meaningful choices in League of Legends. This is a topic that goes fairly deep, so let's just let him get started!
Why does meaningful choice matter?
To us, meaningful choices are one of the key things that allow a PvP game to have depth. The ability to make decisions that directly impact that state of the game is of absolute importance in driving satisfaction and mastery, and we always want to reward those make the best decisions.
Multiple attractive choices also allow for variety in experience, with games following many different paths. Meaningful choices (rather than single best choices) allow players to shape the state of the game based off their own preferences and what they feel they’re best at.
First of all, though these are technically my words, I’m just one of the many people involved with storytelling at Riot, and what you’re about to read is inspired by their collective passion. League of Legends covers a lot of ground at this point, but is ultimately always centered on the gameplay at its heart, so the idea that there are a lot of Rioters connected to narrative might surprise some. That’s a big part of why we’d like to talk to you about the current state of League’s story, as well as some of the changes you’ve seen (and will continue to see) as part of our evolving approach to storytelling.
Hey Waffle Burrito, Thanks for the question. We ARE working on revamping the store as well. The first target for the Unlock team will be the boost page. This is part of a larger effort where we've been getting feedback from players and diving into the overall design. In parallel with that the team has been working hard on improving the infrastructure. There is a lot we can do to improve the experience in the store!
The NA Regional Finals are upon us! One team will be crowned above the rest. To celebrate such a momentous occasion Curse and Leaguepedia are hosting a grand giveaway! The League of Loot! Winners compete for a chance to win some truly amazing prizes, ranging from a truckload of RP (in the form of RP cards), to signed CM Storm Gaming Keyboards, to rare and unique Season 2 Worlds statues (pictured above). Enter today for a chance to be one of 16 lucky winners!
Four intruders detected. PROJECT: Yasuo activated.
Yasuo awakens from stasis, sentry data downloaded to his memory banks. He draws his modified katana as the incursion approaches his position, intent on their objective
Initiate Last Breath protocol.
Yasuo dashes at the intruders, eviscerating the point man before charging towards the rest. Plunging into them, he whirls his sword, hacking at all three before diving away. His foes reply with a barrage of fire, but Yasuo’s ready -- with a flick of his sword, he generates a nano-barrier to block their onslaught. He turns to them as the wall fades. Yasuo slashes his katana, releasing an energy surge that hurls the intruders into the air. Leaping into their midst, he carves through all three as they reach their apex.
He lands lightly on his feet, the intruders raining down around him. His visor pulls back to reveal an emotionless guise. The mask of a man with nothing inside.
Annihilate your enemies with PROJECT: Yasuo, available now in the League of Legends store for 1350 RP (on sale for 975 RP through September 9).
Soraka's Q will scale down in cooldown with rank to around 6 seconds before CDR (so with CDR you are looking at 4 seconds).
it seems a little odd to have a Mana and an HP cost on an ability
wouldn't the 10% HP cost be justified on it's own?
I agree here. Having both costs is nonsensical. Either the price is health or it is mana, but not both.
Honestly, it's only nonsensical because it looks weird, and I totally agree that it does look pretty weird. I will be experimenting with tuning other costs to see if we can remove it, but honestly it will make Q feel terrible to cast and feel really limiting about how many you get. (For instance, in this tuning, I can expect you to have to spent at least a couple hundred mana on heals over the course of the lane. But imagine that was all in Q instead. Now if you are doing well and don't need to heal, you literally can't cast any more spells because your Q drains all your mana and you eventually lose the lane. Pushing more mana cost into Q actually makes it harder to keep an advantage as Soraka)
Soooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.
Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you. “Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”
Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?